A
company that looks at the consumer landscape will see consumers that
are easily distracted from products, unsatisfied quickly because of
the plethora of options available to them, and are, for the most
part, very resistant to paying much at all. The music industry has
also suffered tremendously from this new era of technology, where
Spotify avails free music (though you must pay if you don't want
random shuffles) to consumers while paying artists about $0.000158
cents per song play. For perspective, that's about $8 for 50,000
plays (a number which only successful and popular artists enjoy.)
What has this generation of free done to us? It has devalued the work
of talented people and is forcing them to look for other work. We
barely notice their extinction, however, because the market is
constantly flooded with products, distracting us from recognizing
that the talent and quality behind these products is fading quickly.
It's like watching all the gourmet restaurants die out while being
replaced by junk food establishments—people often don't care, as
long as there is still something available to consume. For all the
“free” products out there, the cost is rather high.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, March 31, 2017
Thursday, March 30, 2017
Free or Not? (part 4)
Think about the
free things you have accumulated. If it's a free e-book, have you
read it yet? If it's a free video game, have you played it for more
than an hour yet? It's interesting to note that we tend to undervalue
things that we get for free. I know that if I even spend a few
dollars on something, I'm going to try to “get my money's worth”
by playing it. But I have file folders with tons of free stuff that
I've never even opened. I have one service subscription that offers
several free games a month for download, but I rarely take advantage
of the offerings. If I do, I might play things a couple times and
then delete them from my hard drive. Not only do free products become
undervalued, but they also create a distracted, impatient,
difficult-to-gratify consumer base. This generation of consumers most
likely has the shortest product attention span than any generation
before it. A variety of new games are released on a weekly basis, so
it's easy to hop from one game to the next. Several of my friends
have altogether stopped buying games for months on end because of
their “game backlog,” games they have bought that they have yet
to open up and play. From a company perspective, the climate for
putting out new products could not be worse...
Wednesday, March 29, 2017
Free or Not? (part 3)
Free or Not? (part 3)
Another pitfall of offering free products is that it adds a sense of entitlement to what is already considered one of the most entitled bunch of consumers in the market—the gaming community. Gamers are accustomed to free patches and upgrades to the games they have purchased. Gamers are used to being showered with free products to gain their attention. However, this very negatively affects new companies trying hard to gain a foothold in the gaming community—these small companies have spent large sums of money to finish their product and bring it to market, yet find angry gamers refusing to pay a few dollars for it because they can find something similar or better for free. In the meantime, larger companies that can afford to offer the free products don't suffer loss while gaining a dedicated crowd waiting for the next handout. Money in these cases is often made through advertisers piggy-backing on the free products. Sometimes someone will put forth a free offering simply as a vanity project—the designer just wants to see his work consumed by others and is gratified by the following he generates, much like social media users try to accumulate “likes” or “streaks.” This further damages the small company that is trying to break into the industry and survive, or for that matter, any company that needs to make a profit to continue paying their staff and create products for consumers.
Another pitfall of offering free products is that it adds a sense of entitlement to what is already considered one of the most entitled bunch of consumers in the market—the gaming community. Gamers are accustomed to free patches and upgrades to the games they have purchased. Gamers are used to being showered with free products to gain their attention. However, this very negatively affects new companies trying hard to gain a foothold in the gaming community—these small companies have spent large sums of money to finish their product and bring it to market, yet find angry gamers refusing to pay a few dollars for it because they can find something similar or better for free. In the meantime, larger companies that can afford to offer the free products don't suffer loss while gaining a dedicated crowd waiting for the next handout. Money in these cases is often made through advertisers piggy-backing on the free products. Sometimes someone will put forth a free offering simply as a vanity project—the designer just wants to see his work consumed by others and is gratified by the following he generates, much like social media users try to accumulate “likes” or “streaks.” This further damages the small company that is trying to break into the industry and survive, or for that matter, any company that needs to make a profit to continue paying their staff and create products for consumers.
Tuesday, March 28, 2017
Free or Not? (part 2)
Making a product
free has its risks, but often the benefits seem to outweigh these
risks. One risk, however, is that adopters might scoff in indignation
when that same company turns around and starts charging for some of
their products. The gaming community has seen this practice for
years, and the reception has been mixed. Often, game companies will
put out free games that are gutted versions of a fuller, more robust
experience. To gain access to the larger experience, players will
have to purchase something. Many games are offered free with many
smaller upgrades available—this practice is known as
“micro-transactions.” Download the game, play it for a while and
if you decide you like it, it's up to you how much you want to spend.
It doesn't sound like a bad model from the outside, but many gamers
fervently resent this approach. They'd rather an entire, completed
game be released instead of a partial experience. Yet the company
marketing gurus argue that this model makes more money for the
company than a full release would have—the free offering at the
beginning gets many more interested and addicted to the game.
Monday, March 27, 2017
Free or Not? (part 1)
The internet has
changed so much in our society, and has produced many positive and
negative results. One thing that it has affected in a very big way is
the sales industry. We can order things online with ease, with
physical products delivered to our doorstep in a few days or
downloads of digital products to our hard drives in a matter of
minutes. It is extremely easy to make these products available to the
public now, too, thanks to the internet—no longer do we have to
travel to a physical store to find what we're looking for, we can
just browse online until we find it. Of course, the downside to all
this is that, because it is so easy to do, so many are doing it that
things get lost among the mass offerings available. How does a
product get noticed among so many choices? One method that companies
are using more frequently is a sales plan that seems to rival common
sense—they're making some of their products absolutely free...
Friday, March 24, 2017
Exciting Changes! (part 5)
There are also some
long-term goals for changes in the Player's Guide. I'm tentatively
planning a possible Kickstarter campaign, where the goals would be to
do a re-print of the core rule-books, more Solar Echoes miniatures
(like the rest of the starships!) and possibly even releasing my
Solar Echoes novel, the first of a trilogy I'm writing. This Player's
Guide reprint would involve all these new details I've mentioned this
week, plus, a graphical upgrade! I've been talking to various artists
and graphic designers, and looking at what might be possible within
the constraints of the material. I'm also experimenting with
graphical templates in the upcoming Demo-Kit, to see what might be
possible for a small visual overhaul for the Player's Guide. There
are some exciting changes ahead, so keep your eyes open for further
posts about new developments! If I was to run a Kickstarter campaign,
would you consider contributing?
Thursday, March 23, 2017
Exciting Changes! (part 4)
Do you
like knowing the odds? Sometimes we don't want to know, like Han
Solo's famous statement to C-3PO in Star Wars, “Never tell me the
odds!” But some of us do want to know, so I've put together a new
table showing the exact odds of rolling certain combinations of dice
in the Solar Echoes system. The odds are detailed both as
percentages and as fractions, for those of you that would like to
check the math and see how I arrived at those numbers. I warn you,
though, the probability calculations were not easy—I had to seek
outside help because the many probability charts and equations for
gambling that I found online did not deal with the particular system
that Solar Echoes uses. A friend of mine, who wishes to remain
unnamed, sent me a very detailed proof of how she arrived at her
numbers, and it took her 8 full pages to detail the information.
After reading her proof and running her calculations myself, and
after having several outside sources verify, her numbers are
confirmed to be 100% accurate. I put together a table detailing the
results, and I've added this table to the back of the Player's Guide
in an appendix entry so you can see what your character's chances for
success are in Solar Echoes for any skill use. However, if you're
like Han Solo and just want to “roll the dice,” you may want to
avoid that page at the back of the book!
Wednesday, March 22, 2017
Exciting Changes! (part 3)
I just
finished updating the Player's Guide with the new “Opposed
Persuasion Check” rules (ie, Interrogation) and it feels great to
finally have that in the book! Now GM's can conduct a dialogue
mini-game against players, resisting their attempts at diplomacy,
bluff, and intimidate using NPC checks to alter the situation. If
ever there was a quantified system for a dialogue battle in an RPG,
this is it! Here's a sample scenario: Your character, a Union Guard
agent, has captured a smuggler and cuffed him securely to a chair.
The smuggler angrily glares at your character, but it's clear that he
isn't going anywhere. “Where was the shipment going?!” you ask,
adding a bluff into your question, “We've already captured others
in your gang and have interrogated them. Don't lie to us!” The
smuggler grins at this, “They know as well as I that if they talk,
our employer will have us killed. I'm not talking!” The smuggler
gained some ground and is getting even more hostile—if he gets the
upper hand again, he might be unbreakable. Frustrated that your bluff
failed, your character takes a big risk in failing this interrogation
and steps things up with intimidation. “What makes you think I
won't kill you? I can do worse than that—I can hand you over to our
Reln operatives for an invasive mind probe! People lose their
memories after those. Now talk!” The smuggler believes you this
time, his eyes widening in fear. He is obviously shaken. “Mind
probe? You guys are Union Guard, you guys wouldn't do something
illegal!” His attempt at reason fails, and your character smiles,
“Illegal? Who's going to know? We are the law, after all!” That
time, the bluff worked and you've managed to wear down enough of his
resolve. The defeated smuggler quickly gives up the information.
Tuesday, March 21, 2017
Exciting Changes! (part 2)
Another
change that is coming in the Player's Guide update involves the
dialogue system for the game. Our previous system is still intact,
but I kept running into situations during conventions where I had to
improvise and ad-lib the system a little when players wanted to
question someone in the game. The previous dialogue system works
perfectly for encounters where characters are trying to convince
someone of something. For instance, in a situation where characters
were trying to convince a guard to let them into a secure area, they
just needed to make a Persuasion check against a set number. By
making several Persuasion checks and using diplomacy, bluff, or
intimidate, they could potentially raise the guard's Posture score
enough to that set number if the checks were successful, and then he
would do what they asked. However, in situations that involved an
interrogation, suddenly the system didn't feel quite right—the
interrogated subject should be able to lie to the characters, using
his Persuasion skill against them. There are even talents, such as
Convincing Lie or Fast Talker, that could be used against the
characters. The new dialogue system adds a challenge where characters
and non-player characters (NPC) can use diplomacy, bluff, or
intimidate each-other, back and forth against each other. The
characters win if they succeed at enough checks to raise the NPC's
posture to the target number. The NPC's win if they can lower their
own posture to 1. Once someone is at a posture of 1, they are totally
hostile, won't cooperate, and will even attack!
Monday, March 20, 2017
Exciting Changes! (part 1)
Recently
I talked about the new dice system that is going into the Solar
Echoes Player's Guide, but there have been some other changes I've
been waiting to add until now. It seems like the perfect time, with
the changes to the dice system, to add in these other improvements,
so I'm calling the next version of the book version 2.0. One of the
exciting changes that is going into the book is the addition of alien
character weaknesses. In Solar Echoes, we have a variety of weapon
types with different effects, but sometimes the effects felt somewhat
“cosmetic.” Did you know about “threshold effects?”
Thresholds involve the amount of damage that must be sustained before
an effect is triggered. For instance, fire weapons have a threshold
of 3, which means you must do 3 or more fire damage to trigger the
burning effect. Burning deals damage every round or so, until an
action is spent to put out the fire. So, we've added in alien
character weaknesses to not only give each race a slight
vulnerability, but to increase the value of some of these weapons. If
you're planning a raid on Krissethi pirates, it might be a good idea
to bring some weapons that do cold damage—after all, reptiles are
slowed by the cold! If there's a nasty group of Erwani hackers that
need to see justice, a good plan would be to bring along some weapons
that deal fire damage. Those are just two of the races, we have
others that have some interesting and fun vulnerabilities. Only the
Human race is without a notable vulnerability—humans are the
all-around well-balanced race in the game without any real
extremes—and some players prefer that.
Friday, March 17, 2017
Demo-Kit Details (part 5)
The
demo-kit is nearly finished, and there are only a few steps left. One
of the final steps includes playtesting, and that is soon to happen
in mid-April at the upcoming convention at John's Hopkins, “JohnCon.”
If you are local and can attend JohnCon, you can be included among
the players that will be trying out the new dice system. I plan to
include the names of the players in the beta-testing credits for the
updated Player's Guide. Once we have enough player feedback on the
new system, I will upload the new version of the Player's Guide at
RPGNow.com and anyone that already has the book will receive a notice
for a free download to update their old version of the book. I'm
excited to receive player feedback, because although internal
beta-tests have shown that the dice system works and is more fun, I
need a broader response from other gamers. There is one group that
might actually get to try the new system before JohnCon, though—a
group of gamers in the UK that podcast under the name D20FutureShow
have made arrangements with me to try out a game through Skype. I'm
looking forward to being a part of their show, and I will post a link
to the podcast as soon as it is ready and online. Currently, they've
scheduled an interview with me for tomorrow morning, and we'll run
the game the following Saturday.
Thursday, March 16, 2017
Demo-Kit Details (part 4)
If
you've played “Gun Runners” from the Solar Echoes Starter Kit,
you'll recognize the scenario in the demo-kit. I've taken the mission
and compressed it a little, changing some circumstances to produce a
shorter experience. I've also added in teaching prompts into the
demo-kit, so new GM's (we call them MC's, for “Mission Controller”)
can learn and teach the game to players as they play. My hope is that
jumping into a game will be much faster and easier for new players
and GM's. This will allow people to get a feel for Solar Echoes
without having to invest several hours in a mission—my goal is that
the shortened mission in the demo-kit will run for about an hour,
give or take a 15 minutes. It still depends a little on the
players—are they the type to rush in and get the job done, or are
they meticulous planners, preparing for every possibly contingency?
You never know what types of people will be on a team, but Solar
Echoes is a flexible game, and it can be fun with any play-style!
Wednesday, March 15, 2017
Demo-Kit Details (part 3)
I'm
trying to break up the text more in the demo-kit with artwork and
tables, emphasizing the text through both. I've nearly finished the
details on the use of the Persuasion skill, and what better to
represent this skill than an image of the alien character with the
highest influence attribute, the Reln? I decided to alter existing
art and make something original, so I used a combination of resources
to do this. I went online to Shapeways.com, where I have my 3D-print
miniatures available, and loaded up the render for the “Harmless
Reln.” I could rotate him to any angle, so I got what I wanted and
then did a screenshot. I brought that black &white image in to
Photoshop and then colorized it. I also had to add in the eyeballs,
since there weren't any in the sculpt image. Then, I replaced the
torso with the torso from the artwork by John Fell of a Reln.
Finally, I replaced the Reln's left hand with a hand I drew myself,
trying to make it look as similar to John's Reln's right hand as I
could. I did a few touch-up highlights, contrast and lighting
adjustments, and I think I got everything where I want it now. A Reln
with two outstretched hands—guys, he's unarmed, and what he's
saying makes a lot of sense...I think he must be friendly, right? ;)
Tuesday, March 14, 2017
Demo-Kit Details (part 2)
In
addition to the colorized art, I've also been looking for a graphic
designer to help me re-design the Solar Echoes character sheets.
Right now, they are a little stale, as we originally designed them in
a rather utilitarian fashion. The challenge is that there is so much
information we need to have packed onto one page, it is difficult to
make much room for any graphical design. My hope is to also combine
the pre-made character sheets and standard character sheets into one,
so that new players that start with a pre-made character will be able
to make an easy transition when they decide they want to create their
own characters. At conventions, depending on the group dynamic,
sometimes I spend time helping everyone make their own characters and
build an effective team together. That's one of the important parts
of Solar Echoes—no single character can effectively cover all
skills, so it's vital to make sure that other players are covering
various areas. For instance, if you don't have anyone with piloting
skills, you won't have a wheelman or starship pilot to operate the
vehicles in Solar Echoes. If you don't have anyone with Cybertech
skills, you won't be able to hack into secure areas, extract crucial
data from computers, or deal with robot AI. No one with the
Engineering skill means you can't repair armor, vehicles, or
understand how to exploit vehicle design weaknesses, and if nobody
has Biotech, your team will be wishing there was a hospital nearby.
Designing your characters together, in my opinion, is the best way to
begin the Solar Echoes experience!
Monday, March 13, 2017
Demo-Kit Details
The
Solar Echoes Demo-Kit is moving along, and as I've been putting it
together, I've also been working to make sure all the artwork used is
in color. Most of the artwork I've commissioned over the years has
been black and white, because it is not only cheaper to commission,
but it keeps printing costs down for the books. However, since I've
been shifting over to digital sales more than physical, color art
doesn't cost me as much (at least there's no printing cost!) and I've
learned how to use Photoshop to add color into these black and white
images. I spent some of my time this past weekend colorizing an old
piece of art from Sarah Carter that I commissioned back in 2012. It
shows an Erwani in cyberspace, hacking into a computer system. Keep
in mind, the Erwani is not shown in full—only the upper torso. I
like how the artist showed the tendrils of the Erwani emerging from
the pod-like hands to interface with the “keyboard.” When I
colorized this art, I added a few things, such as the glowing light
of the virtual link eye-piece. I also added in some variation on the
head-leaves, showing vein-like streaks on the large leaves to make
the Erwani's head look like the designs sometimes found on the
predatory pitcher plant. I hope you like it—you can find this and
other colored art in the upcoming Demo-Kit, which will be...FREE!
Friday, March 10, 2017
Want to be a Playtester?
Are you interested in trying out the
new Solar Echoes dice system? All you need is the same thing you
needed before to play the game: four 6-sided dice. Oh yeah, and some
luck. There's chance in
everything, but with the new system, there's more chance—more
probability to roll better than before, but also more probability to
not roll as well as you used to. Sound impossible? It isn't, we have
the statistical data to prove it, and that will be going into an
Appendix in the Player's Guide soon. But first, we need player
feedback. I've already reached out to a few groups, but if you'd like
to be one of the playtesters, send me a message and I'll set you up.
And if you playtest this new system, there's still some room in the
playtester credits of the Player's Guide...
Thursday, March 9, 2017
New Rule Change Coming Soon!
If you've played Solar Echoes before and remember the dice system, we are considering a few small changes. We've reviewed the probability calculations and the numbers are where we want them, so now all that remains is some playtesting. I'll be running the new system at the next few conventions I attend, but if any Solar Echoes groups would like to playtest it and give us your feedback, we'll send you some free stuff! Message me for the details of the new system if you're interested. We really appreciate any beta-tests from gaming groups, and hope that you like the new design! The changes are being made for several reasons:
1. If your attribute score is 4 and you roll 4 dice, it sometimes felt a little too easy to get a 6, which is nearly the highest roll you can get on a 6-sided die in Solar Echoes (in the old rules, two or more 6's equals a 7)
2. Rolling dice didn't feel very exciting most of the time, but we've added in a little something to watch out for that will add some risk!
Wednesday, March 8, 2017
Demo Kit Beginnings
This last week I've been working on
designing a short demo-kit for introducing new players to Solar
Echoes. Much of it is based upon the content in the Starter Kit, but
it is going to be much shorter, with a learn-as-you-go approach. I've
always run things that way at conventions, using the Gun Runners
mission in the Starter Kit as a teaching tool, but the demo-kit is
designed for other GM's to pick up easily and play the game right
away, teaching the game to new players as they play. I've always had
a bit of an advantage running the Starter Kit, since I know the game,
but I'm hoping the demo-kit will help new GM's pick this up quickly.
As I'm putting this together, I'm taking advantage of the tricks I've
learned with Photoshop for colorizing some of my old artwork. Check
out a couple NPC portraits I've colorized and altered for a new look!
Tuesday, March 7, 2017
Dice and Statistics
Recently, I've been examining the
probabilities inherent in the Solar Echoes dice system, and the
numbers are where we want them for the most part. However, through
some of the games I've run at conventions, a few players have talked
about the feeling of the dice system and I have decided to make an
appendix entry in the Player's Guide. This entry will clarify the
actual chances for rolling certain numbers, detailed in percentages,
so it is easier for players to see what is going on behind the
mechanics of the system. In addition to this, I've also been reaching
out to a few people online to help with more complex aspects of our
dice system—I'm looking for experts in statistics. The Solar Echoes
dice system, like some gambling games, has a few hidden angles that
I'd like to bring to light for players looking to maximize their
understanding to make better tactical choices in the game. Standing
in the middle of the room while someone is shooting at you is not
wise--if players know their exact chances, I'm betting they'll be
keeping behind cover much more often!
Friday, March 3, 2017
Game Mileage Varies By Age (part 5)
The last aspect of a game that I can
think of which might affect certain age groups is the difficulty
level. Games like Dark Souls are known for their punishingly brutal
levels of difficulty, but they have done very well and are quite
popular. Perhaps difficult games for the “hardcore” gamer are
welcomed because there are a lot of games that are too easy—designed
for the totally casual gamer that plays games on their smartphone
once in a while. With difficult games, mileage varies, because I
think most gamers will give up quickly if there isn't a method for
improving. Practice was mandatory for most of the arcade-style games
in the 80's, with space-shooters like Gradius requiring actual
memorization of enemy patterns to survive. Ghosts 'n Goblins was
another game that required tremendous practice, but it was possible
to solve...if you had insane amounts of time and patience. I'm glad
that there are still games being made today with punishing levels of
difficulty, because they teach kids perseverance and determination,
just like practicing a musical instrument does. If the game is
well-designed, fun, and rewarding, adults also enjoy extremely
difficult games. But I'm also glad there are games that don't require
as much of me to move forward—at the end of a long, tiring work
day, I just want to have fun and feel like I'm accomplishing
something without having to stress about it.
Thursday, March 2, 2017
Game Mileage Varies By Age (part 4)
Another thing that I think should be
part of every game developer's basic creed is to allow saving just
about anywhere in the game. The old concept of “save points” was
something done in 80's and 90's games to create challenge—if you
couldn't get far enough to a save point and “died” along the way,
you'd have to start back at the last save point. For a few types of
games (such as arcade-style), I understand this, but for most games,
mandating save points is almost a guarantee that most adults won't be
able to enjoy or complete the game. I remember Final Fantasy VII,
which I purchased along with a brand new Sony Playstation back in
1996. I also happened to be finishing up my Master's Degree at the
time, and when I found myself staying up until 2am to just get to the
next save point so I didn't have to do everything over again the next
time I played, well...that was when I decided I had to quit the game,
cold-turkey, so that I could keep my grades up and finish my degree.
These days, when I consider buying an RPG, I'll scour the reviews to
find out if it allows saving at any time. If it doesn't, but it's
available for the PS Vita (the handheld Sony game machine), I'll buy
it on that because it at least allows me to pause the system and put
it in standby until the next time I want to play—allowing me to
resume exactly where I left off, even if the game didn't allow me to
save. Interestingly enough, the PS Vita is well-known as one of the
best RPG game machines out there. I wonder if it's because of that
feature?
Wednesday, March 1, 2017
Game Mileage Varies By Age (part 3)
I sometimes never come back to a game I
really liked because every time I've tried, I couldn't figure out
where to go or what to do next. The problem with adult gamers is that
we can't sit down religiously, on a daily basis, and remember where
we left off. Sometimes we might not have free time to spend on a game
for days or weeks. Once in a while, I load up a game and I notice my
last save was months ago! If that game doesn't have some kind of
information to remind me what quest I was doing the last time I
played, I may find it impossible to pick up where I left off. If it
starts me in the middle of a vast map without a marker on the map to
even show me where I'd been headed, I might wander the wrong way and
waste an hour or two—that's relaxing time that is much more
valuable to an adult because there is so little of it available when
we have jobs and a family. I know game developers have target
audiences, but it seems an immense oversight when designers leave out
any method for tracking your objectives. I even remember a time when
a lot of RPG's had complex maps that you'd need to map out by hand.
That was actually a little fun, but with today's technology and
gaming environments, an auto-map should be included in every game by
default. If you want to relive the hand-mapping nostalgia, maybe just
make the auto-map a feature you can turn on or off? Most of my
abandoned, unfinished RPG's were discarded because of many hours of
aimless wandering. Quest journal? Auto-map? Save-anywhere? These
should be standards in RPG's!
Subscribe to:
Posts (Atom)